IOT DECK: A DIGITAL CARD-BASED IDEATION GAME TO INSPIRE

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IOT DECK: A DIGITAL CARD-BASED IDEATION GAME TO
INSPIRE INTERNET OF THINGS DESIGN
Yen Hao, Chen / Rung Huei, Liang / Cheng Dar, Chiang
National Taiwan University of Science and Technology
[email protected]
ABSTRACT
As the technology grows rapidly, exploring the
Internet has become a common activity in our daily
lives. We can expect a future image of an every daily
object connecting itself to the Internet. By the
development of RFID, Wireless and Mobile network
technology, designers can start to consider how
Internet of things (IoT) can support our lives in
various scenarios. Our aim is to design an idea
generation technique that creates special IoT ideas
which could be utilized within the industry. The IoT
deck was created to convey 20 aspects of a
framework of Internet of Things to designers. The
normal cards are physical cards, while the digital
cards apply Augmented Reality technique with a
digital table. In the case studies we have found that
two techniques offering different types of inspiration,
and the digital technique had improved the process
of building the mood board and expanded the
interaction within the design groups.
Keywords: Internet of Things, Brainstorming,
Card Game.
INTRODUCTION
As Mark Weiser argues in his study, in the future we
will be surrounded by a huge amount of
computational objects, and many of them will vanish
into the background. Professor Hiroshi Ishii also
notes that the future interaction will be tangible
interaction, since atoms and bits will be combined
seamlessly. This allows us to interact with the virtual
world by using proper physical objects.
By the improvement of technology, we can imagine a
sketch in which everything connects itself to the
Internet. When it happens, the world around us
would change hugely. As objects interact with other
objects through the Internet, the environment would
be more user-friendly, and tackle the unsolved
problems as well.
On the other hand, Idea generation games have been
widely used in different realms of design, which spur
the development of innovative products and services.
Similar to a brainstorming process, idea generation
games provide stimulation in the ideation phase of
design process.
A couple of studies include various physical materials
in idea generation phase, and find them useful for
facilitating interaction between participants and
motivating idea generation. One advantage of game
play in design process is that it accelerates a
creative process, which encourages participants to
share odd ideas. On the other hand, game rules can
successfully guide the discussion to specific goals.
Brandt and Messeter found the notion of games
useful as a framework for design activities through
their research. They indicate that the main usage of
a game is to engage workers in a change process
where they can create a common language, discuss
existing reality and investigate future visions. While
designers are required to be creative on demand, a
successful creative process requires a relaxed and
playful atmosphere.
We choose card as the material of the ideation game.
Due to the simplicity and variability, several
designers and companies had brought card games
into their product design process.
Diversity and unity: Proceedings of IASDR2011, the 4th World Conference on Design Research,
31 October - 4 November, Delft, the Netherlands. Edited by N.F.M. Roozenburg, L.L. Chen & P.J. Stappers.
DIVERSITY AND UNITY
Internet of Things (IoT) is a new concept that will
bring a huge impact into our lives and change the
way we interact with people and objects. We
introduce a technique that helps designers and other
stakeholders consider designing products and
people's behavior is important, but as yet little in the
way of a guide for designers and other stakeholders,
bringing together knowledge and examples from
different disciplines, and drawing parallels which can
allow concepts to be usefully transposed. The DwI
services with IoT properties. We had designed a card
deck which includes 20 aspects of human needs and
claim that employ digital technology into
brainstorming technique may offer an interesting
environment and enhance the interaction within
design groups.
Deck is composed of 8 lens which group the 101
cards according to different kinds of disciplinary
'worldview' or fields of research. The original idea
was that an architect might approach influencing
behavior by instinctively proposing ideas from the
Architectural lens, an ergonomist by using ideas from
Errorproofing, and so on.
BACKGROUND
Golembewski and Selby designed the Ideation decks
composed of several categories such as Technologies,
Emotions, and Rooms in the House. Each category
includes some Instance Cards. Participants choose 3
We will now discuss several card decks that have
been created for two purposes: for inspiration in
design and as design games.
categories and in each category pick 3 Instance cards
to form a 3x3 grid of cards, each column and row
includes all the categories. Then participants select
the combinations of their interest and ideating. They
found that the random nature of the combinations
allows potentially surprising combinations of project
INSPIRATION DESIGN CARDS
Several designers and researchers have created a
type of cards with main purpose of providing
inspiration in user-centered design activities. The
property of this kind of cards is that each card could
be used separately. There are no defined rules so
that participants could use cards in the way they
want, for example, choosing one to three cards each
time and starting ideation with the tips and pictures
on the cards.
aspects to surface. Mobile game company SCVNGR
also designed the Game Mechanics Playdeck, which
supports the employees brainstorming with 47 game
design keywords (e.g. Achievement, Countdown).
Halskov and Dalsgaard‟s Inspiration Cards consist of
two sets of cards (Domain Cards show the pictures
collected from field study, Technology Cards show
the applications of technology) that are used by
designers and other stakeholders at the start of the
design process to generate ideas collaboratively.
Brandt and Messeter have developed a game that
involves 4 sub-games with several types of cards:
Moment Cards, Sign Cards and Trace Cards. The IDEO
Cards consist of a deck of 51 cards, each showing a
different method used by IDEO to keep people at the
center of the design process. This inspires creativity
by inviting designers to try out and develop different
Figure 1. Design with Intent toolkit
DESIGN-GAME CARDS
The second group of card sets has been created as
part of design games to support idea generation
activities. The design games include rules, which
guide the players with a specific goal. The
limitations usually force players to consider different
strategies and thus inspire some creative concepts.
approaches when designing.
Lockton's Design with Intent toolkit tries to bring a
new sight toward designing products that influence
Kultima et al argue that idea generation games can
be successful devices for creative work of game
designers. The Game-based idea generation
user‟s behavior. He deems that there is a huge
opportunity for design for behavior change to
address social and environmental issues where
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PRODEEDINGS IASDR2011
techniques provide an easily facilitated, focused but
playful setting for coming up with new ideas. They
claim that game play can bring into creative
processes which require a relaxed and favorable
atmosphere. Järvinen‟s GameGame also lets players
material differently. They used cards to make video
clips tangible, and made cards with single words
printed (so called “sign-cards”), constituting a
conceptual framework for the activities of the design
process. From the use of the tangible objects as
compete in designing games. Players collect and
trade cards in order to create a complete game
design. In between, one player gets to play a game
publisher, while the other players try to sell their
game concepts to her. In the end, the best game
design is decided in a vote. The game rules bring
components of design games, they had made the
observation that cards support different stakeholders
in making design moves on a conceptual level.
positive effects which set a specific goal and make
the process go smoothly. The winning condition also
encourages players to try their best.
Cards to provide inspiration to designers while
designing for playfulness. Some of which seem
evident in play activities (e.g. „Challenge‟,
„Competition‟), while others may seem surprising in
this context (e.g. „Cruelty‟, „Suffering‟).
Lucero and Arrasvuori designed PLEX Cards, a deck
supporting design for playfulness. They set 22 PLEX
With the property of randomness and playfulness,
card has become the most popular choice among
these physical materials. However, most of the
ideation games use cards as the only material in
their games. Although cards are easy to manipulate
and can be produced rapidly, there still are some
limitations such as the static content and failing to
change the content of each card while playing. We
employ augmented reality technique, combining the
physical property of a card and the virtual property
of digital technology, and suggest that the
combination of physical and digital materials make
Figure 2. An example of GameGame card
CHARACTER OF CARD
According to Hornecker‟s study, choosing cards as a
design tool initiates the discussion and leaves it open
to how to relate to them. She observed that cards
can be used as orienting devices and conversation
starter, which help a group orient towards the
themes described on them and provide a physical
focus while having a low entry threshold. On the
other hand, the physical as well as configurable
the ideation game more powerful.
THE IOT DECK
Cards, as an ideation tool, may make design groups
focus on the subjects, and the randomness brings
stimulation to participants as well. On the other
hand, cards are easy to manipulate such as shuffling,
drawing and sorting. For these properties, we
decided to choose a card as the discussing material.
nature of a card is one of its strengths. Participants
can move, arrange, shuffle, sort, and toss away the
cards, which make the discussion more interactive
and intuitive.
Physiological needs
Display Condition
Brandt and Messeter argue that game pieces used in
the design games allow stakeholders to become more
fluent in the language of expressing design moves.
Having objects at hand to play with is important as it
speeds up the process and helps participants to focus.
Random
Identification
The game pieces function both as grounding for the
design work and as boundary objects allowing
different participants to read and interpret the
Tangible Interface
What if an object informs us about its
condition?
What if an object pushes something we
like randomly?
What if an object identifies every
different user?
What if we can manipulate the virtual
world through a physical object?
Search What if it can search the information we
3
DIVERSITY AND UNITY
needs and Self-actualization category (Green)
related to the self-actualization needs. In normal
cards, the front side includes a main topic and two
pictures, while the back is description and examples.
In digital cards, the front side includes a main topic
want automatically?
Information What if an object publishes its state to
Publish the world?
Daily Tasks
Data Recording
What if an object can handle the daily
works for us?
and description, while the back is a digital tag. A tag
could be recognized by a webcam and the
corresponding pictures would be projected onto the
desk, around which the design group discuss together.
What if an object records our life
automatically?
Emotion needs
What if a pair of objects is designed such
Emotion Medium that one would express when the other is
used?
Sensible Object What if an object has perception?
Personified Object What if an object behaves like human?
People States
What if an object may inform us states of
others?
Interaction needs
Interaction What if we can interact with others
Medium through an object?
Current States
Delay Messages
What if an object tells others about what
Figure 3. Normal IoT Cards (Front and Back)
we are doing now?
What if we can send a message to the
future?
Interact with What if an object can interact with other
others objects itself?
Self-actualization needs
Reward
What if an object gives me feedback when
I achieve some goal?
Reminder What if an object reminds us?
Prediction
Inform
What if an object predicts what we want
to do and does it before us?
Figure 4. Digital IoT Cards (Front and Back)
What if an object tells us our body
condition like a personal housekeeper?
THE DIGITAL TABLE
Table 1. The topics and descriptions of the IoT deck.
The digital technology allows the contents of cards
display through projection so that it can show more
The IoT Deck includes 4 categories of a framework of
Internet of Things for designers and other
stakeholders who wish to design future products. For
the concept of Internet of Things is a new trend of
the future, we try to design a deck of introducing
what objects can do when connecting itself to the
Internet. Through reviewing the research from books,
and bigger pictures on the table, or include multiple
media at the same time (e.g., sound, video). On the
other hand, as the contents of cards are digital data,
they can be modified and updated for new inspiration
within a few seconds. In a typical brainstorming
process, building mood board is an important part
when discussing the concept of design. Participants
look through a large number of images quickly and
choose the images they are interested with and share
their ideas with others. By using Digital Table, this
papers and speeches, we had chosen 20 characters of
the Internet of Things. According to Maslow‟s needhierarchy theory, we separate the cards into 4
groups (categories): Physiological category (Yellow)
process can be faster and more efficient, which is the
most important feature of this implement.
related to the physiological needs, Emotion
category(Red) related to the belonging needs,
Interaction category(Blue) related to the esteem
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PRODEEDINGS IASDR2011
one participant described that object may inform
others when accidents happens. Another participant
then chose Interact with others and described that if
pen cases can interact with each other through light
or sound, we can know if our friend is working or at
his position now. In this session the group had chosen
Current states, Inform, Delay messages, Reward,
Identification, Reminder, Interact with others,
Tangible interface and Interaction medium for
ideation.
Figure 5. The component of Digital Table
Figure 6. The scenario of using Digital Table
Figure 7.Using Normal cards for brainstorming
CASES
We applied our techniques in four cases, each group
used both normal cards and digital cards, with
different order and subjects. With observing the
usage of different types of cards, we try to
investigate the interaction between participants and
CASE STUDY 1- USING DIGITAL CARDS
the concepts made with these two techniques. We
chose two scenario subjects “Play” and “Caring” in
order to expand the discussion in the cases. With 3
participants in each group and 30 minutes for each
brainstorming session, we will discuss the processes
and result concepts as follows.
digital tables. With the digital table, participants can
watch bigger images and change them with ease.
One participant then suggested placing all the cards
on the table with back-side up and matching two
cards in random to ideate with. For there is no image
on a digital card, this action made the discussion
After a period of time, the group used the digital
cards for brainstorming with the subject “Play”.
They started with Interaction medium to share an
idea that elders can play chess through connected
more fun and inspirational.
They drew Daily Tasks and Information Publish,
looking at the image showed on the table and having
a conversation for the images shown on the table.
The participants copied the images to the copy area
and changed them frequently. We found that when
using the digital table, participants always
brainstorm with only images instead of reading
information on the cards, for the bigger images are
CASE STUDY 1- USING NORMAL CARDS
In this session the group used normal cards first, with
the brainstorming subject “Caring”. The group
started with drawing cards and drawing mind map to
write down some concepts correlated with Caring.
Usually they drew one or two cards a time, and
spoke the information of card out to others, and
then every participant shared her ideas by turns. The
group started discussing caring of elders and children
that we may want to know their current position and
their body condition. Inform had been chosen and
more attractive to them. In this session the group
had chosen Interaction Medium, Daily Tasks,
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DIVERSITY AND UNITY
Information Publish, Reward and Identification for
ideation.
CASE STUDY 2- USING NORMAL CARDS
After a period of time, the group used the normal
cards for brainstorming with the subject “Caring”. In
this session, the group chose to draw three cards at a
time for discussion. By this they can focus on the
same topics and build new ideas on others‟ concepts.
First they chose Search for brainstorming, thinking
about if an object can search needs and match with
the people who can handle nearby. Another
participant then combined this idea with Reward
that users who help others will get some points and
get badges to encourage them. Later, one chose
Data Record and shared her idea that the object
would record the actions we do every day so that
when we one day forget about something it can
remind us what we may forget to do.
Figure 8. Using Digital cards with the digital table
Drawing cards facilitated the group to ideate in a fun
and challenge atmosphere. The Search, Reward,
Data Record, Delay Messages were chosen to discuss
in this session.
CASE STUDY 2- USING DIGITAL CARDS
In this session, the group used digital cards first with
the brainstorming subject “Play”. This group looked
for the images of Personified Object and Sensible
Object for brainstorming. They then built a concept
of changing the weather information into an
expression. An object may act like an animal,
sweating when the weather is hot or shaking when
it‟s cold. One participant then chose the images of
Search and Reward to consider about study. After
finish reading one book, the reader can rate the
book and get some reward or comment. The same
book owned by other readers would show how others
rate this book and what comments they leave so that
it can encourage them to read more.
Figure 10. Juxtaposing three cards for brainstorming
CASE STUDY 3- USING DIGITAL CARDS
In this session the group used digital cards and the
subject “Caring” for ideation. After viewing some
images shown on the table, one participant chose
The digital table improved interaction and discussion
between participants. They deemed that bigger
images and manipulation of the table provided more
stimulation for brainstorming. In this session the
group had chosen Personified Object, Sensible
Object, Search and Reward for ideation.
Predict to share his idea. If objects may know some
accident happened to us, then they can take some
actions themselves immediately to save our lives.
Another participant then shared a concept with Daily
Tasks, which our friends can see what we are
dressing though linked mirrors in their home and give
some suggestions to us.
When using the digital cards, each participant would
choose the images they like and made a copy in the
copy area, and then discussed a concept with these
three images combined. In this session, the group
Figure 9.Using Digital cards for brainstorming
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PRODEEDINGS IASDR2011
applied Interact With Others, Prediction, Inform,
Daily Tasks and Reward for brainstorming.
may give him a hand to transport it and get some
virtual points or items.
In this session one participant just used Search to
form concepts with sketching a mind map. Interact
With Others, Reward, Search, Information Publish
and Identification were chosen for ideation.
CASE STUDY 4- USING DIGITAL CARDS
In following, the group used digital cards for
brainstorming with the subject “Caring”. One started
with Emotion Medium to think about a couple of
cups that would interact with the users. In case if
someone catches a cold, his friends can remind him
to drink water through the cups remotely. Another
concept formed with one image shown with
Identification, wherein the cups would know the
Figure 11. Spreading cards on the digital table
CASE STUDY 3- USING NORMAL CARDS
When using the normal cards, the group spread all
the cards on table and looking for the topics or
images and started ideating. Search was chosen to
form a concept that some sports or games require
multiple participants to play with, if objects can
automatically match the players then they may
search other players with ease.
preference of temperature and sweetness of their
owners.
One participant then shared her idea from Random
Another participant chose Display Condition and
thought about when we want to know the weather
we usually look outside or listen to the rain drops
and Reward, a social game implemented with mobile
app that friends would randomly receive a mission
simultaneously. The mission would be to leave for
somewhere and do something. By cooperating with
friends to achieve the mission, each player can get
some reward and improve their friendships. Random,
intuitively. If there is a device formed like a window
and it shows information such as weather,
temperature, traffic or others, then users can use it
whenever they want to know the information,
otherwise the information goes to the background
without bothering us.
Reward, Search, Data Record were chosen In this
session.
When using the digital table, each user can see
images of others put on the table. This improved
interaction between participants. In the session the
participants changed the images frequently to get
stimulation and inspiration. Emotion Medium,
CASE STUDY 4- USING NORMAL CARDS
The group used normal cards first with the
brainstorming subject “Play”. As the beginning of
discussion, one participant applied Interact with
others to think about toys can communicate with
other toys so that they can have some interesting
interactions. Another participant then form a
concept within which each object forms like a brick,
having different functions, and users can compose
different types of objects together to build their own
personal device.
Interaction Medium, Identification, Remind, Inform
and Search were chosen for ideation in this session.
RESULTS AND FINDINGS
Categories
Another concept combined with virtual reward and
real mission, which players can get some game
rewards from real world actions. Like crowd sourcing,
if someone wants to send something, other players
7
Group1
Group2
Caring
Play
Caring
Play
Physiological
2
3
2
1
Emotion
0
0
0
2
Interaction
4
1
1
0
Self-actualization
3
1
1
1
Total
9
5
4
4
DIVERSITY AND UNITY
Categories
Group3
using digital cards, I would like to watch the
pictures. When using the normal cards, I would like
to read the topic and descriptions to get the idea of
the cards.” Participant #2: “I think there are two
different ways between the two techniques, the
Group4
Caring
Play
Caring
Play
Physiological
1
3
2
3
Emotion
0
0
1
0
Interaction
1
0
1
1
Self-actualization
3
1
2
1
Total
5
4
6
5
digital cards let me use my imagination, while the
normal cards carry more information for me to think
about.” The words show a way to follow with
thinking about an object with IoT functions, while
pictures discard the clues and try to make
participants brainstorm with their own experiences
Table 2. The number of chosen cards of the four cases.
This table shows the similarity of the chosen
categories in four cases is high and the amounts of
concepts between normal cards and digital cards are
of no difference. There is little difference no matter
which technique chosen first. In the cases, less cards
of emotion category are chosen to form a concept.
We deem that the participants might think that the
subjects do not match with this type of concept or
the emotional features are similar to other features
in other categories.
or creativity.
A NEW WAY OF INSPIRATION
When applying technique with digital table,
participants prefer to ideate with pictures shown on
it discarding the actual meaning of cards. As this
situation, the content of picture plays an important
role in the brainstorming process. The balance
between abstract and concrete of the images should
be designed carefully in order to inspire participants
without restricting them. Participant #2: “I think the
relation between the topic and the pictures is very
The numbers of concepts are of no difference for
different subjects, indicating that both techniques
encourage participants to design Internet of Things
product.
important because when using the digital card with
digital table, we seldom try to understand what the
descriptions of the cards are, the pictures may lead
us to another way of the original meaning.” For the
normal cards, many of the participants thought that
the normal card is more manipulative than the
SPECIFIC VERSUS ABSTRACT
When using digital table, the bigger pictures showing
on it attracted the participants more than topics and
descriptions showing on the card. Thus they usually
ideated with pictures only instead of reading cues
from cards. Participant #01: “The bigger images
stimulate me more than the information of card, so
I chose to ideate with just pictures.”
digital cards though the drawback of limited space of
physical card. Participant #4: “For me, I like to
brainstorm with pictures more than descriptions,
but maybe someone would like to brainstorm with
descriptions more.”
INTERACTION BETWEEN PARTICIPANTS
The pictures shown on table provided a wider
framework for inspiration that allows participants to
The limited number of juxtapose card is 3 due to the
big pictures showing on the table. Participant #1:
“When using the digital cards, due to the space of
table we usually put 3 cards a time. I think this
restriction instead helped us focus on the 3 cards
without information overloading.” Since the pictures
are more attractive than texts, participants usually
looked at the picture without reading the card topic
and description. On the other hand, digital table also
think out of the tips, though the idea may not relate
to the original concept of the cards. In normal card
sessions, pictures gave less information than the
descriptions, and therefore participants prefer to
ideate with tips instead of pictures.
Participants could combine two or three topics to
form a concept with ease, for the texts offered
allowed participants to discuss on it together since
they could point to something interesting in the
pictures and try different matches of cards. On the
specific concept while pictures stimulated
participants‟ imagination. Participant #3: “When
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PRODEEDINGS IASDR2011
opposite, participants usually spread all cards on the
table to start ideating in normal cards session. Yet
too many juxtaposed cards may interfere them with
overloaded information, and thus blocked the
brainstorming.
Through the two cases, we found that the digital
cards offered another type of inspiration that is more
abstract and more interactive than the normal cards.
There is no better choice for the two techniques as
the normal cards offer conceptual description while
digital cards offer abstract images. Some user may
prefer to form a concept with words while others
like to start from images.
Internet of things is a coming future, which will
extend from computers, mobile phones and tablets
to daily objects such as cups, clothes, vehicles or
environment such as houses and offices. Combined
with ubiquitous networks, those objects can form a
new sight of world that we may not imagine to be
these days, therefore improving human lives.
Considering the communication technology, there
Figure 12. Using the normal cards for brainstorming
are Bluetooth, RFID, wireless, communication
network and so on. Designers, on the other hand, can
try to articulate how to design connected products
by applying these technologies in order to bring
convenience and joyfulness to the users. We offer a
deck that brings the images of Internet of Things to
Figure 13. Using the digital cards for brainstorming
designers and other stakeholders, and wish to
produce products from various human needs, making
a new brainstorming technique reinforce the
inspiration and interaction.
FACILITATING BUILDING THE MOOD BOARD
REFERENCES
One feature of the digital table is that participants in
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and quickly. Another feature is that it offers a
platform for participants to watch bigger images and
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The overall aim with our ideation game is to provide
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